Dynamic interactive network system for providing online service and social community for engaging, learning, and training skills for mental health

ABSTRACT

A dynamic interactive network system provides an online service and social community for engaging, learning, and training skills for happiness. The system includes a processor and memory storing instructions which when executed by the processor configure the processor to provide the online service. The instructions further configure the processor to provide tracks including activities, provide an initial happiness level and a track to a user based on a self-assessment completed by the user upon signing up, monitor progress of the user based on self-assessments periodically completed by the user, modify the track based on the self-assessments, suggest followers to the user from the users whose profiles match the profile of the user in terms of demographics, psychographics, and rating of the users on the online service, and generate a happiness graph for the user that correlates the activities and the followers with their impact on happiness level of the user.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. Non-Provisional Pat.Application No. 16/600,903, filed Oct. 14, 2019, entitled “DynamicInteractive Network System For Providing Online Service And SocialCommunity For Engaging, Learning, And Training Skills For MentalHealth”, which is a continuation of U.S. Non-Provisional Pat.Application No. 14/284,229, filed May 21, 2014, entitled “Systems AndMethods For Providing On-Line Services”, which claims priority under 35U.S.C. 119(e) to U.S. Provisional Pat. Application No. 61/825,742, filedMay 21, 2013, entitled “Systems And Methods For Providing On-LineServices.” The entire contents the above-referenced applications areincorporated herein by reference.

INTRODUCTION

An exemplary embodiment comprises systems and methods for providing anonline service referred to herein for convenience as “Happify.” Happifyis a science-based online service and social community for engaging,learning and training the skills of happiness. It may be offered througha variety of devices including PC, tablet and mobile.

In an exemplary embodiment, a Happify service is based on a frameworkdeveloped by psychologists and researchers in the science of happiness(which includes positive psychology and neuroscience), and assists usersin the development of certain happiness skills: e.g., Savor, Thank,Aspire, Give and Empathize (or S.T.A.G.E.™). Each skill may be developedusing various activities, ordered in increasing skill level, thatgradually unlock as the user progresses in building that skill.

In an exemplary embodiment, users who use Happify may be given a rangeof activities from the S.T.A.G.E. skills, from reflective blogging andscience-based games and quizzes, to real-life tasks they are asked toperform and report back on. Each activity is backed by scientificstudies that are directly accessible to the user.

An exemplary aspect may comprise a system and method for providingon-line services. The system and method comprise: a server for receivinginformation from a plurality of sources of data via a network, theplurality of sources of data comprising a plurality of attributes; astorage device for storing the information received from the pluralityof sources of data; and a processor for tracking the plurality ofsources of data. The processor determines attribute levels for each ofthe plurality of attributes and transmits updated information to theplurality of sources of data to increase the determined attributelevels.

In one or more exemplary system and method embodiments: (1) theplurality of attributes are based on human psychological happinessskills; and (2) the processor calculates a match score between at leasttwo of the plurality of sources of data based on the determinedattribute levels.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts an exemplary embodiment comprising a computer system.

FIG. 2 depicts a hierarchy of skills, activities and tasks.

FIGS. 3A and 3B depict sample activities.

FIG. 4 depicts an activity post.

FIGS. 5A-5C depict schematics for starting a track.

FIG. 6 depicts an example of a user’s profile and posts

FIG. 7 depicts an example of personalized suggested activities.

FIG. 8 depicts a schematic of self-assessments.

FIG. 9 depicts users engaging in social interaction.

FIG. 10 depicts matchmaking between users.

FIG. 11 depicts a schematic of the initial steps of the Happify compass.

FIG. 12 depicts the user’s first week of activities.

FIG. 13 depicts a schematic of the user’s happiness graph.

FIG. 14 depicts the user’s happiness compass.

FIG. 15 depicts a schematic of insights obtained using the happinesscompass.

FIG. 16 depicts examples of advantageous aspects of the happiness graph.

FIG. 17 depicts an example of a quiz.

FIG. 18 depicts an example of a poll.

FIGS. 19 and 20 depict examples of experience boards.

FIG. 21 depicts an example of a mindfulness game.

FIG. 22 depicts an example of guided savoring.

FIG. 23 depicts an example of a funny caption.

FIG. 24 depicts an example of a relaxation game

FIG. 25 depicts an example of a smile finder.

FIG. 26 depicts an example of a body talk game.

FIG. 27 depicts an example of a quiz.

FIG. 28 depicts an example of a poll.

DETAILED DESCRIPTION OF CERTAIN EXEMPLARY EMBODIMENTS

Happify is a science-based online service and social community forengaging, learning and training the skills of happiness. Happifyactivities may be offered to users in several ways. Two examplesdescribed below are “Tracks” and “Personal Recommendation and a laCarte.”

Tracks: Tracks contain sets of activities programmed to address aspecific life situation or goal (“Cope better with stress; “Enjoyparenting more”, etc.) in, for example, a 4-week time period. Uponsigning up, users may complete self-assessments that give them theirinitial happiness level as well as an initial recommended track. Usersmay complete approximately one part of a track each week, spanning 4weeks altogether. When users finish a track part, they may win, forexample, a badge that represents their level of activity in that trackpart.

Personal Recommendation and a la Carte: When not in a track, a user maybe offered a personalized daily activity (an unlocked activity from askill they haven’t accessed in the past week). They also may pickactivities from a skill menu and choose any unlocked activity of theirchoice.

As users perform their activities, they may create activity posts thatare saved in their personal profile and build up a ‘digital happinesswallet’ they can reflect on. Posts may include the type of activityperformed by the user, any text and images the user added, other peopleinvolved, if any, as well as the time and location for the post. Postsalso may appear on various activity feeds on the service, which allowsother users to read, draw inspiration from, and offer encouragement inthe form of comments and likes.

Users may also follow activities posted by other users they findinteresting if those users allow themselves to be followed or mark theirpost “public”. Periodically, the service may make suggestions for usersto follow other users whose profiles match in terms of demographics andpsychographics, as well as level of activity on the site.

Users can keep track of their progress on Happify, thanks to periodic,scientifically-designed self-assessments that present them with theircurrent happiness level compared to past levels.

Over time, Happify computer systems and software may build a ‘HappinessGraph’ for each user, consisting of activities, people, places andthings correlated with the impact they had on the user’s happinesslevels. This information may be used to optimize the user experience andthe activities the service suggests.

Happify is a science-based online service and social community forengaging, learning and training the skills of happiness. It is offeredthrough a variety of devices including PC, tablet and mobile.

The service is based on a framework developed by psychologists andresearchers in the science of happiness (which includes positivepsychology and neuroscience), and consists of 5 essential happinessskills: Savor, Thank, Aspire, Give and Empathize (or S.T.A.G.E.™). Eachskill contains various activities, ordered in increasing skill level,that gradually unlock as the user progresses in building that skill.

Users who join Happify are given a range of activities from theS.T.A.G.E. skills, from reflective blogging and science-based games andquizzes, to real-life tasks they are asked to perform and report backon. Each activity is backed by scientific studies that are directlyaccessible to the user.

Happify activities are offered to users in two ways:

Tracks: Tracks contain sets of activities programmed to address aspecific life situation or goal (“Cope better with stress; “Enjoyparenting more”, etc) in a 4-week time period. Upon signing up, userscomplete self-assessments that give them their initial happiness levelas well as an initial recommended track. Users complete approximatelyone part of a track each week, spanning 4 weeks altogether. When usersfinish a track part, they win a badge that represents their level ofactivity in that track part.

Personal Recommendation and a-la-carte: When not in a track, a user isoffered a personalized daily activity (an unlocked activity from a skillthey haven’t accessed in the past week). They can also pick activitiesfrom a skill menu and choose any unlocked activity of their choice.

As users perform their activities, they create activity posts that aresaved in their personal profile and build up a ‘digital happinesswallet’ they can reflect on. Posts include the type of activityperformed by the user, any text and images the user added, other peopleinvolved, if any, as well as the time and location for the post. Postsalso appear on various activity feeds on the service, which allows otherusers to read, draw inspiration from, and offer encouragement in theform of comments and likes.

Users can also follow activities posted by other users they findinteresting if those users allow themselves to be followed or mark theirpost “public”. Periodically, the service makes suggestions for users tofollow other users whose profiles match in terms of demographics andpsychographics, as well as level of activity on the site.

Users can keep track of their progress on Happify, thanks to periodic,scientifically-designed self-assessments that present them with theircurrent happiness level compared to past levels.

Over time, Happify builds a ‘Happiness Graph’ for each user, consistingof activities, people, places and things correlated with the impact theyhad on the user’s happiness levels. This information is used to optimizethe user experience and the activities the service suggests.

Overview

-   1. Framework: detailed description of the scientific framework, key    concepts, features and algorithms for web and mobile product-   2. Product Directory: list of activity types offered by the service-   3. Web Spec: mocks and specifications of web product-   4. Mobile Spec: mocks and specifications of mobile product-   5. Science Reference: list of scientific studies being referred to    by activities in the service-   6. Creating a Happify track - Partners: guide used to inform    partners on how to develop a Happify track-   7. Follow suggestion: description of the algorithm used to recommend    which users may be relevant for a user to follow-   8. Activities: List of the key activities per skill by skill level.    Does not include activities like games, quizzes and polls-   9. Track recommendation survey: user questionnaire used to recommend    the right tracks based on user’s input. This questionnaire was    developed by happiness researchers.-   10. Happiness Assessment: user questionnaire used to establish their    level of happiness, positive emotion and life satisfaction. This    questionnaire was developed by happiness researchers and correlated    with standard academy assessments. See Table 3, below, for the    Happiness Assessment Questions and Calculations-   11. Strengths Assessment: Self-assessment that determines the user’s    character strength profile-   12. Skill Assessments: Set of questionnaires that determine the    level of affinity and mastery for various skill categories for each    of the STAGE® skills

Exemplary embodiments comprise computer components andcomputer-implemented steps that will be apparent to those skilled in theart. For example, calculations and communications can be performedelectronically, and results can be displayed using a graphical userinterface.

An exemplary such system is depicted in FIG. 1 . Computers 100communicate via network 110 with a server 130. A plurality of sources ofdata 120-121 relating to, for example, Happify user information, alsocommunicate via network 110 with a server 130, processor 150, and/orother components operable to calculate and/or transmit, for example,user track and related information. The server 130 may be coupled to oneor more storage devices 140, one or more processors 150, and software160.

Other components and combinations of components may also be used tosupport processing data or other calculations described herein as willbe evident to one of skill in the art. Server 130 may facilitatecommunication of data from a storage device 140 to and from processor(s)150, and communications to computers 100. Processor 150 may optionallyinclude or communicate with local or networked storage (not shown) whichmay be used to store temporary or other information. Software 160 can beinstalled locally at a computer 100, processor 150 and/or centrallysupported for facilitating calculations and applications.

For ease of exposition, not every step or element of the presentinvention is described herein as part of a computer system, but thoseskilled in the art will recognize that each step or element may have acorresponding computer system or software component. Such computersystem and/or software components are therefore enabled by describingtheir corresponding steps or elements (that is, their functionality),and are within the scope of the present invention.

Moreover, where a computer system is described or claimed as having aprocessor for performing a particular function, it will be understood bythose skilled in the art that such usage should not be interpreted toexclude systems where a single processor, for example, performs some orall of the tasks delegated to the various processors. That is, anycombination of, or all of, the processors specified in the descriptionand/or claims could be the same processor All such combinations arewithin the scope of the invention.

Alternatively, or in combination, processing and decision-making may beperformed by functionally equivalent circuits such as a digital signalprocessor circuit or an application specific integrated circuit.

Many routine program elements, such as initialization of loops andvariables and the use of temporary variables, are not described indetail herein for brevity. Moreover, it will be appreciated by those ofordinary skill in the art that unless otherwise indicated, theparticular sequence of steps described is illustrative only and cangenerally be varied without departing from the scope of the invention.Unless otherwise stated, the processes described herein are unordered -that is, the processes can be performed in any reasonable order.

All steps described herein will and should be understood by thoseskilled in the art as being capable of implementation by software, wherefeasible. Moreover, such software will be understood by those skilled inthe art to be storable on a non-transitory computer readable medium andimplementable by one or more computer processors.

FIG. 2 depicts a hierarchy of skills, activities and tasks. According toan exemplary embodiment, skills comprise the following:

5 Core Happiness Skills (In Short: S.T.A.G.E.™)

-   Savor (savoring)-   Thank (gratitude)-   Aspire (optimism, meaning, hope)-   Give (kindness)-   Empathize (empathy)

Framework was developed by leading happiness scientists. The STAGEframework captures the essence of the science of positive psychology(hundreds of studies) and allows for presentation to mainstreamconsumers in an accessible way.

Each STAGE skill is associated with a characteristic color andiconography to simplify and reinforce its identity.

Skill Levels

-   Users interacting with the system start off at level-1 in all    skills. As they complete activities they progress in each skill from    level-1 to level-2 etc.-   New activities, self assessments and other options unlock as the    user reaches a higher level.

According to an exemplary embodiment, skills comprise the following:

-   For each skill, Happify offers relevant, science based activities    that train the user in an entertaining way-   As the user levels up in a skill, they unlock new activities (Level    1 to level 5 activities are available in each skill)-   Each activity provides the user with several alternatives for    completing the activity (“Suggested Tasks”) to pick from-   Users can view an explanation of “why it works”: a short summary of    the science behind that activity, complete with footnotes to the    actual study this activity is based on.-   Refer to “Happify Science Reference Studies” for the studies    referred to from the activities.

FIGS. 3A and 3B depict sample activities. Table 1 provides a list ofexemplary activities:

TABLE 1 Activity ID Skill Activity Type Activity Name Skill Level (1-5)Activity Description A-01 Aspire Essay My victorious self 1 Imagine yourlife years and years in the future, assuming all has gone as well aspossible. What would it look like? Write about it in as much depth aspossible. Try and address every aspect of your life -- personal andprofessional. A-03 Aspire Essay What’s My Why? 1 From which activitiesin your life do you derive meaning? What is unique about thoseactivities that makes them feel meaningful to you? A-11 Aspire Essay I’mlooking forward to... 1 What upcoming events are you anticipating withjoy and optimism instead of anxiety? Think of a future event, big orsmall, that you’re really excited about. Imagine the details, includingthe sounds, smells, and tastes. Spend some time putting yourself rightin the middle of it. A-04 Aspire Plan-Do I think I can 2 Set arelatively short-term goal (i.e. one that can be completed in the spanof 1-2wks). Imagine the benefits of achieving that goal. How will youfeel? What will happen? A-05 Aspire Essay Find meaning in the mundane 2Consider the broader meaning the seemingly non-meaningful activities(hobbies, chores, etc.) you engage in day to day - how do others benefit(directly, through your actions, or indirectly, through your improvedmood) from you engaging in them? A-02 Aspire Essay My core values 3Consider yourself at this point in your life. When at your best, whatkind of a person are you? What positive traits do you associate withyourself? What positive traits would you like to work towardsdeveloping? A-07 Aspire Essay Pursue meaning 3 Take the essay youcomposed in A-02 and brainstorm some concrete ways to change youreveryday life to better pursue the character ideals you identified asbeing most important to you. A-06 Aspire Essay Setbacks and stepsforward 4 Think of a setback or negative experience you have had in thepast (at least a year ago). Now, spend the next ten minutes writingabout that event. What role did that event have in shaping who you aretoday? Did anything good come of it? A-09 Aspire Plan-Do Spend on whatmatters 4 Spend some money to create a leisure experience that will bemeaningful and rewarding for you (emphasize experiences, NOT materialgoods) -- for example, if you are passionate about music, take a musicclass or go to a concert. A-08 Aspire Plan-Do Create meaning 5 Usingwhat you’ve learned in previous activities, find ways to create meaningfrom boring tasks or everyday activities (ones that aren’t particularlybeneficial to anyone but you). The idea is to take something you alreadydo and transform it into something meaningful. A-10 Aspire Essay I havea goal 5 Set a very long-term goal (i.e. one that can be completed inthe span of several years). Imagine the benefits of achieving that goalHow will you feel? What will happen? E-01 Empathize Essay Give myself abreak 1 Reflect on what it is like to be you. What makes you great? Whatchallenges have you overcome? What accomplishments have you achieved?Create a narrative or “story” of your life thus far, highlighting theaspects that showcase your positive traits. E-03 Empathize Essay Whatsmy positive impact? 1 Keep a log of the nice things that you do for thepeople in your inner circle and/or at work. Use this information to drawsome conclusions about the positive benefit that you have on thosearound you. E-02 Empathize Essay Walking in their shoes 2 Consider whatit would be like to be someone very different from yourself, with whomyou have very little interaction and of whom you have very littleunderstanding. It may help to do some informal research on the web. E-04Empathize Essay Weird..why’d they do it? 2 When someone in your innercircle behaves in ways that you do not understand, see if you can lookat the context to better understand their behavior. E-05 EmpathizePlan-Do Get to know someone 3 Consider something you can do in yourspare time that will allow you to get to know someone very differentfrom yourself and do it. E-06 Empathize Essay Empathize with a differentviewpoint 3 Think of what it is like to be someone with whom youdisagree about something somewhat minor. Why do they feel differentlyfrom you? E-07 Empat hize Essay Not cool - why’d they do it? 3 Whensomeone in your inner circle behaves in ways that hurts or upsets you,see if you can look at the context to better understand their behavior.E-08 Empathize Essay Empathize when you disagree 4 Think of what it islike to be someone with whom you disagree strongly about something ofmoderate important. Why do they feel differently from you? E-10Empathize Plan-Do Help someone 4 Consider something you can do in yourspare time that will allow you to improve the life of someone verydifferent from yourself and do it. E-11 Empathize Essay How will s/hemiss me? 4 Imagine what it would be like for one of your close others ifyou disappeared, or had never existed in the first place. In what wayswould their lives be worse? What would they miss the most about you?E-09 Empathize Essay That hurt! What made them do it? 5 Reflect on arecent conflict you have had with someone and see if you can gain someinsight into where they were coming from. Why were they at odds withyou? What was their perspective? E-12 Empathize Essay Empathize whenyou’re resentful 5 Think of what it is like to be someone (real, orhypothetical) with whom you vehemently disagree about something veryimportant to you - about a political issue, for example. What challengesdo they face? Why do they feel as they do? In your mind, try to treatthis person with sympathy, understanding, and acceptance. G-01 GivePlan-Do Give a small gift 1 Spend a small amount of money on someoneelse - buy them a cup of coffee, or some cute little kitchy thing yousaw in a store that reminded you of them, or a book you think they’dlike. Ideally, it would be something that will spark some interactionwith them (you can discuss the book, or chat while drinking the coffee).G-03 Give Plan-Do Make someone smile 1 What one nice thing did you do(or are you planning to do) for someone else today? Whether it’s runningan errand for a busy friend, baking cookies for a neighbor or mentoringa child, record it here. G-05 Give Plan-Do Spend time on a valuableactivity 2 Select a skill that is valuable to you or to someone youlove, and invest an hour in developing it (for example, becoming betterat playing an instrument, or learning to build coop for the chickensyour spouse wants to buy, or practicing French so that you can go onthat family vacation to France). G-06 Give Plan-Do Spend $$ on a sharedexperience 3 Select an activity that costs money, but is relativelyinexpensive, and do that activity with someone in your inner circle onyour dime Alternatively, you can spend a small-moderate amount of moneyhelping someone else. It can be someone you know, or a stranger -but besure to stick around to see the other person benefit. G-09 Give Plan-DoSpend time with someone 3 Plan an excursion or activity with one or moremembers of your inner circle (friends, family, etc). It doesn’t need tobe expensive, but in your planning, emphasize new experiences andactivities that will involve a lot of interaction with each other. G-02Give Do One day, 5 nice things 4 Deliberately do five kind acts forsomeone else today. They can be big (helping a person cram for a midtermor prepare for a presentation at work) or small (putting coins insomeone’s nearly-expired meter or telling a stranger on the street thatyou like their dress). They can be planned or spontaneous, though sinceyou must get five done in a single day, it helps to plan. They do notneed to be for the same person, and they can be for people you know, orfor strangers, or for some of both. Keep a log of the kind acts you do,including any kind acts you do in excess of the required five G-07 GiveDo Celebrate someone’s good news 4 Spend the week on the lookout for avictory, small or large, that one of your friends or coworkersexperiences. Help them savor that victory using active-constructiveresponding: 1) ask lots of questions, 2) find a way to become genuinelyexcited about it, 3) help the person see implications of their victorythat make it even better than they had realized, 4) prolong the positiveemotion associated with the news by celebrating and telling other peopleabout it. G-08 Give Essay Forgive an annoyance 4 Identify something thatone or more close others in your life do that you often find yourselfupset about. See if you can become more forgiving about that particularbehavior -more understanding about why people do it, and more patientwith people when they do it. G-10 Give Essay Forgive an offense 5Identify something that someone else did that you hold a grudge about.Do a forgiveness exercise to see if you can let go of the grudge. G-11Give Plan-Do Volunteer 5 Identify a cause that you care about andvolunteer your time to furthering it in some tangible way. G-12 GivePlan-Do Donate $$ for a cause 5 Make a substantial charitablecontribution. Do something that will allow you to directly witness theother person benefitting from your kind act. S-01 Savor Plan-Do Savorthe small stuff 1 Consider a typical weekday. Review your morningroutine, your daily activities, and your evening rituals, and considerhow much time you spend noticing and enjoying the pleasures of the day,both small and large. Every day for the next week, be sure to savor atleast two experiences (for example, your morning coffee, or the sun onyour face as you walk to your car). Spend at least 2-3 minutes savoringeach experience using the following techniques: 1. Sharing With Others:You can seek out others to share the experience and tell others how muchyou value the moment. This is probably the single best way to savorpleasure. 2. Memory-Building: Take mental photographs or even a physicalsouvenir of the event and reminisce about it later with others. 3.Self-Congratulation: Do not be afraid of pride. Tell yourself howimpressed others are and remember how long you’ve waited for this tohappen. 4. Sharpening Perceptions: Focus on certain elements and blockout others. 5. Absorption: Let yourself get totally immersed and try notto think, just sense. S-02 Savor Do Body scan meditation 1 Dedicate achunk of time (anywhere between 10 minutes and an hour) to lie down, insilence, and systematically pay attention to each part of your body.Start by just focusing on your breathing for a minute or so. Then,starting with your feet, work your way through your calves, thighs,pelvis, stomach, back, chest, arms, hands, neck, face, and head,noticing any sensations in each place, and imagining that your breath isfocused on that point. You can be more specific if you have more time -for example, you can stop at your ankles and knees on the way up yourleg, and you can go through your low, mid, and upper back. There arevarious YouTube videos to guide you through a body scan, which you mightuse to get started. S-03 Savor Plan-Do Savor together 2 Using the skillsyou learned in Savoring Level 1, find an experience to savor that youcan do together with other people. For example, you might go to a musicperformance, savor it while it is happening (you may need to walk themthrough the savoring techniques), and then discuss it afterwards. Youcould also savor a shared meal, a walk through a beautiful park, or apiece of good news you have received (go out and celebrate). S-04 SavorEssay Savor a memory 2 Think back on a positive event or experience youhave had in your life and reminisce about it. Walk through thatexperience in your mind in as much detail as possible, using thesavoring skills you learned in Level 1 to re-experience every aspect ofthe memory, including your emotional reactions at the time and theemotional reactions you are having now as you imagine it. S-05 Savor DoAvoid overthinking 3 Create a plan to distract yourself or re-focusyourself on the task at hand whenever your mind starts to wander intoover-analyzing your experiences. It can be anything from a mantra (“whatis happening right now?”) to a game you play, a poem you recite toyourself, or a rubber band you wear on your wrist and snap every timeyou catch yourself getting lost in worries. Anything that will help youto “reset” your brain and derail overthinking. S-06 Savor Do Basicmeditation 3 Sit still, in a comfortable position, and just breathe. Payattention to your breathing - to the rise and fall of your chest, or tothe air tickling your upper lip as it comes out of your nose, or to anyother sensation you experience as a result of breathing. See if you cankeep your attention on your breathing, even as thoughts or feelingsarise that distract you. You are very likely to experience thoughts suchas “This isn’t working,” or “I am not doing it right.” You may also havethoughts about other things you feel you should be doing. Acknowledgethe thoughts and return to your breathing. Set a timer so that you donot need to check your clock -start with 5 minutes every day, and workyour way up to 30. S-07 Savor Plan-Do Moving meditation 3 Choose alow-energy physical routine, such as yoga or gentle stretching, thattakes about 20 minutes to complete. Ideally, it should be something youdo not have to think about too much. As you go through each pose orstretch, pay close attention to the effect it has on your body. Hold thestretch, focusing your attention on every place where you feel somethingin your body, one place at a time. What is the sensation like? Repeatthis for each pose. S-08 Savor Plan-Do All-day savoring 4 Deliberatelyarrange a day of leisure. Fill your day with different types ofactivities to savor - food, or music, or a beautiful walk, or a visit toa museum - and savor each of them in turn using the techniques you havelearned in previous levels. S-09 Savor Essay Reframe negative thoughts 4Each day, write down at least one unpleasant thing that happened to you.Spend some time exploring why you think it happened. Once you come upwith an explanation that you are fairly confident about, see if you cancome up with other explanations. What are all of the possible reasonswhy what happened happened? Once you have a list of at least 3possibilities (the bigger the better), read through each of them. Whichseems most plausible to you? Which seems least plausible? What evidencedo you have in favor of and against each possibility? When this is done,go back to your original explanation. How sure do you feel about it now?S-10 Savor Plan-Do Walking meditation 4 Choose a place to spend about 30minutes walking. Ideally, it should be a place with many things tonotice - scenery, activity, or both (a park is a great choice). Walkaround, slowly at first, with your eyes looking down at the ground.Notice all of the tactile sensations associated with walking: thefeeling of your feet on the ground, the temperature of the air as itstirs from your motion, the way your body feels at each stage of eachstep, and so on. Continue to do this until you are able to walk at anormal pace while still paying attention to everything sensory that ishappening to you. Once you have achieved this, begin paying attention tothe sounds around you. Try not to think too much about what ishappening; just notice. When you are able to continue attending to bothyour tactile and auditory sensations, begin looking around you, takingin the sights, noticing any activity around you. If, at any point, youlose track of your tactile sensations, go back to looking at the grounduntil you are focused again, then build back up to noticing everythingaround you. S-11 Savor Plan-Do Organize a savoring event 5 Decide onsomething to savor with a large group of people -- a church group, orall of your coworkers, for example. Examples might include a communitywine tasting or a class trip to a garden. Instruct the group on how tosavor the experience using what you have used from practicing SocialSavoring. S-12 Savor Essay/ Do Living in the moment 5 Catch yourselfwhen you are in the midst of an unpleasant experience It can be anemotional state (being stressed) or an activity (like waiting in line,being at a frustrating meeting, having an unpleasant conversation, etc).Notice everything you can about what is happening to you internally:your physical sensations, your thoughts, your feelings. Do your best notto evaluate your experience (whether it is ok to feel what you arefeeling, whether you are thinking rationally, etc). Just experience it.Afterwards, see what you can write down about what happened to you. Lookat each aspect of the experience (physical, thought, and emotional) andsee if you can see some ways that your physical sensations, thoughts,and feelings interacted with each other. T-04 Thank Essay Thx Thx Thx 1Each night before bed, write down three things that happened THAT DAYthat you are grateful for in 2-3 sentences. Also complete a rating ofhow good the day was, and of how difficult it was to come up with threegood things. Track how those two ratings change over time. T-09 ThankEssay Today’s grateful moment 1 Think of something, great or small, thatyou feel grateful for and describe it in a few words. T-01 Thank EssayWeekly Gratitude check-in 2 Once a week, write down a list of everythingin your life for which you are grateful. Keep a record of your entriesso that you can review them periodically. Look for themes in the typesof things you often say you are grateful. T-02 Thank Plan-Do A week’sworth of thanks (about a person) 2 Pick someone in your social “innercircle” and keep a gratitude log. Write down everything they do that youare grateful for for a fixed period of time (we recommend a month),then, at the end of that period, review the log. Are there any patternsin what this person tends to do that you are grateful for? Whatgeneralizations can you draw about who this person is and what they meanto you? T-03 Thank Plan-Do Deliver a week’s worth of thanks 3 Show yourgratitude log to the person you wrote it about, in effect giving them a“gratitude report.” You can make this a regular practice, reporting inperiodically. T-05 Thank Essay What am I proud of? 3 Each time you dosomething that makes you proud of yourself, write it down for an entiremonth. At the end of each month, review the log. What types ofactivities do you seem to value and take pride in? T-06 Thank Do Thankyou note 4 Pick some individual to whom you are grateful, but who youhave never properly thanked. Your gratitude could be for a particulartime when they assisted you, or it could be very general (or both). Itcan be someone you see all the time, or someone you haven’t seen in awhile; it can be someone with whom you have an ongoing relationship, orsomeone who you do not know very well, or someone with whom you have astrained relationship. As long as you are very grateful to that person,they are a good candidate for this activity. Now, write a letterdetailing your gratitude to that person - at least one page, but longer,if possible. Reflect, in as much detail as possible, on why you feelgratitude towards them. T-08 Thank Plan-Do I’m thankful, let’s talk! 4Discuss something or someone for which/whom you are very grateful withsomeone else who shares that gratitude. It may help if you have writtena gratitude letter about the target of the discussion, and can share itwith the other person to spark the discussion. T-07 Thank Do/Plan-DoDeliver a thank you note 5 Deliver the gratitude letter you wrote inlevel 3 to the person for whom it was intended.

FIG. 4 depicts an activity post. Every activity a user completes createsa post that is added to the user’s profile. Users can mark their postsprivate (only visible to them) or viewable to other people (people whofollow them and people doing the track in group mode with them - seeslide 10 for tracks) Users can like and comment on posts to encourageeach other and discuss their contents.

The framework offers different types of science-based activities tousers. The following provides a sample list, with the complete listprovided in the product directory:

-   Reflective Micro Blogging    -   The user is asked to reflect on a topic and write down their        thoughts (e.g. what they are grateful for, what they look        forward to, taking another person’s perspective etc.)-   “Plan-Do”    -   The user is asked to perform an activity in real life and write        about his/her experience (e.g. do a savoring exercise)-   Quizzes    -   Multiple choice questions and answers around the relevant track        domain and the science of happiness-   Polls    -   Polling the user’s opinion about a related topic and showing        them the community’s vote breakdown-   Games    -   Mini games training the user on a specific happiness skill

FIGS. 5A-5C depict schematics for starting a track. Tracks are sets ofactivities that are programmed together to address specific lifesituations or concerns that users have. Each track is composed of 4parts. The number of activities and their level of difficulty increasesas the user progresses from part 1 to parts 2, 3, and 4.

Track Rules

-   Users have approximately one week to complete a track part and thus    earn badges (regular / honors badge, depending on the number of    activities they completed.-   Users are allowed to extend beyond a week and still win the regular    badge.-   If a user reaches the regular badge threshold they are allowed to    ‘win’ it and move to the next part, or continue for the honors    badge. This allows them to skip the remaining activities and win the    regular badge if they prefer.-   Track activities can be ‘time-locked’, ‘queue-locked’, or available.    At start, 2 activities are available for the user to perform, and    one is ‘queue-locked’ - which means that if the user performs an    available activity, it will make the ‘queue-locked’ activity become    available.-   Each day, 3 time-locked activities become ‘queue-locked’, and    queue-locked activities become available up to a limit of 4    available activities. This 4 limit is intended to avoid showing the    user too many available activities when they next log in.

Social Interaction

Users can view the shared posts of other people who are doing the trackand like/comment on them or follow the authors of those posts.

Premium and Expert Tracks

Happify offers special tracks created by experts and thought leaders inthe field of emotional well-being and happiness science as PremiumTracks.

The following provides a sample list of tracks:

Career And Money

-   Appreciate what I have (currently available)-   Reduce on-the-job stress-   Get energized about my job-   Stay upbeat while out of work-   Balance work and home life-   Control my spending habits

Family And Kids

-   Enjoy parenting more (currently available)-   Better cope with new parenthood-   Better adjust to becoming an empty nester-   Forgive and forget feud (with a family member)-   Better cope with the stresses related to my aging parents

Leisure And Friends

-   Be more socially connected (currently available)-   Talkers and listeners (currently available)-   Explore the Art in Happiness (currently available)-   Find more “me” time-   Be a better friend

Love And Intimacy

-   Feel more loved by my partner (currently available)-   Feel and be more devoted to my spouse-   Fight less and love more in my relationship-   Find Mr. Right - or Mr. Right Now-   Get over a broken heart-   Feel hopeful to start dating after divorce

Mind And Body

-   Cope better with stress (currently available)-   Nurture my Body and Soul (currently available)-   Come to terms with getting older-   Feel healthier-   Be more optimistic about my potential-   Find more purpose and meaning in my life

FIG. 6 depicts an example of a user’s profile and posts. The profile andposts include the following:

-   User’s “Digital Happiness” wallet-   Search posts by skill, track, location and topic-   Track progress by Skill level-   View and manage follower/following

FIG. 7 depicts an example of personalized suggested activities. Thepersonalized suggested activities include the following:

-   When not in a track, users are offered a personalized daily activity-   User’s can also pick any activity directly from the skills menu-   New activities unlock as the user achieves higher skill levels

FIG. 8 depicts a schematic of self-assessments. A component of Happifyis continuous progress tracking, as well as gaining insight into theuser’s happiness profile. The self-assessments include the following:

My Happiness Score

-   Taken initially and every 2 weeks, scientifically valid test    correlated with standard well-being tests.

Track Recommendation Survey

-   Find out which track is right for the user-   Refer to Table 2, below, for the Question Table and Calculation    rules.

TABLE 2 Happify Track Recommendation Survey - TR-8talkers andlisteners - - TR-7bodv and soul - - TR-6 art in happiness - - TR-5enjoyparenting more - - TR-4appreciate what I have - - TR-3 be more sociallyconnected - - TR-2feel more loved by my spouse 2x. 0 disables trackTrack Multiplier TR-1cope better with stress - O4 - O3 O2 No (0) AnswerScore O1 Yes - - Are you in a serious relationship? - Page 1 - - Q1 - -0 disables track. 1 -> 0.5 points, 2 -> 4 points - - - - - - - 2x. 0disables track - - - - - - - - - - - - - - Often (2) - No (0) a littleAnswer Score Yes (1) Very rarely (0) - Do vou have kids? (enables “enjoyparenting more”) How often to you interact with people as part of yourwork? - 1 - Q2 Q3 - - - - - 0 disables track. 1 -> 0.5 points. 2 -> 4points - 0disables track, 1 -> 0.5 points, 2 -> 4points - - - - - - - - - - -- -- - - - - - Very much (2) Very much (2) -a little (1) a little (1) Answer Score Not at all (0) Not at all (0) -To what degree do you consider yourself creative? Do you value physicalwell-being? - 2 2 - Q4 Q5 - - - - - - - - 2x - - 2x - 1x 2x - 1x - - - -Track Multiplier 1x - - Very (3) Very (3) - Somewhat (2) Somewhat (2) -A little (1) A little (1) Answer Score Not at all (0) Not at all (0) -Do you feel like you are not very resilient when bad things happen? Doyou feel like your life is full of drudgery? - 2 3 - Q6 Q7 - - - - - --- 1x - 1x 2x - 2x - - - 2x - 1x 2x Track Multiplier - - - Very (3) Very(3) - Somewhat (2) Somewhat (2) - A little (1) A little (1) Answer ScoreNot at all (0) Not at all (0) - Do you feel like there isn’t much goodin your life? Do you wish you felt more connected with others in yourlife? - 3 3 - Q8 Q9 - - - 1x - - - - - 1x - Track Multiplier 2x - Very(3) - Somewhat (2) - A little (1) Answer Score Not at all (0) - Do youhave an ongoing stressful situation that you would like to learn tomanage better? - 4 - Q10 - 2x - - - - - - - - - 2x - - Track Multipler -Very (3) - Somewhat (2) - A little (1) Answer Score Not at all (0) - Areyou a very sociable person? - 4 - Q11 - - - - 2x - - - - - - - - - -Track Multipler 2x - Very (3) - Occasionally (2) - Rarely (1) AnswerScore Not at all (0) - Do you find yourself overly focused on thingsthat happened in the past, or on things that will happen in thefuture? - 4 - Q12

Calculation Rules

1. Generate a score for each track (TR-1 to TR-8), made up of the scoreit gets per question (Q1 -Q12) in the following manner:

-   52. for each question, if the appropriate track multiplier is    greater than zero - take the score specified in the option chosen by    the user for that question in “()”, multiply it by the track    multiplier for the question (“1x”, “2x” etc.) and add to the track    score-   3. if an option with a value specified as ‘disabling’ has been    picked then score for the track should be zeroed.

104. Track with highest score is the recommended one.

TABLE 3 Happify Happiness Assessment Questions # Question Option 1Option 2 Option 3 Option 4 Option 5 Option 6 Option 7 q1 In the pastmonth, how often have you felt joyous, exuberant, inspired, orawestruck? Never Rarely (once or twice a month) Occasionally (about onceper week) Frequently (more than once per week) Very often (almost everyday) - - q2 In the past month, how often have you felt serene, grateful,or relaxed? Never Rarely (once or twice a month) Occasionally (aboutonce per week) Frequently (more than once per week) Very often (almostevery day) - - q3 In the past month, how often have you felt sad,guilty, or lonely? Never Rarely (once or twice a month) Occasionally(about once per week) Frequently (more than once per week) Very often(almost every day) - - q4 In the past month, how often have you feltangry, anxious or afraid? Never Rarely (once or twice a month)Occasionally (about once per week) Frequently (more than once per week)Very often (almost every day) - - q5 How satisfied do you feel with therelationships in your life? Very dissatisfied Somewhat dissatisfied Alittle dissatisfied Neutral A little satisfied Somewhat satisfied Verysatisfied q6 How satisfied do you feel with your work life? Verydissatisfied Somewhat dissatisfied A little dissatisfied Neutral Alittle satisfied Somewhat satisfied Very satisfied q7 How satisfied doyou feel with your leisure time? Very dissatisfied Somewhat dissatisfiedA little dissatisfied Neutral A little satisfied Somewhat satisfied Verysatisfied q8 How satisfied do you feel with yourself as a person? Verydissatisfied Somewhat dissatisfied A little dissatisfied Neutral Alittle satisfied Somewhat satisfied Very satisfied q9 How satisfied doyou feel with the conditions of your life? Very dissatisfied Somewhatdissatisfied A little dissatisfied Neutral A little satisfied Somewhatsatisfied Very satisfied

Calculation Positive Emotion Score

PES = (q1 + q2 + (6 - q3) + (6 - q4) - 4) / 16 * 100

Life Satisfaction

LSS = (q5 + q6 + q7 + q8 + q9 - 5) / 30 * 100

Happiness Score Number

HS = (PES + LSS) / 2

Happiness Score Title HS <= 14 14 < HS <= 29 29<HS<= 43 43 < HS <= 5757<HS<= 71 71 <HS<= 86 86<HS Very unhappy Moderately unhappy Mildlyunhappy Neutral Mildly happy Moderately happy Very happy

Skill Assessments

-   Helps the user discover which aspects of that skill they’re best at,    and which they may be interested in further training. Measures    affinity and proficiency and is unlocked when the user reaches a    certain level in a skill.

Happify Skill Assessments: Method Assessment

Each skill assessment is composed of an ‘affinity’ and a ‘mastery’assessment for a group of skill categories. The skill ‘Give’, forexample, includes skill categories ‘Forgiveness’, ‘material things’ and‘immaterial things’.

The user answers a set of questions for affinity and mastery in each ofthe skill categories by specifying a number between 1 and 7.

Scoring Affinity

The user’s skill affinity profile is presented as a list of skillcategories in decreasing order of average score as answered by the user.Higher average score in a skill category corresponds with a higher levelof affinity with that category

Mastery

The user’s skill mastery profile is presented as a list of skillcategories in decreasing order of average score as answered by the user.Higher average score in a skill category corresponds with a higher levelof affinity with that category.

Recommendation

In addition to the ordered lists, the system flags categories that havethese score combinations:

“Keep it up”

High Affinity / High Mastery - These categories are both preferred by,and mastered by the user. The user may benefit from increasing awarenessand using this skill category.

“Try it out”

High Affinity / Low Mastery - These categories are liked by the usersbut not yet mastered by them. The user may benefit from engaging in andbuilding their skill level in this category.

Savor Assessment Step 1: Affinity

What types of savoring experiences do you like?

Please rate the extent to which each of the following is true for you (1= not at all true, 7 = very true)

-   Food    -   1. I really enjoy it when I take the time to savor food    -   2. I would consider myself a “foodie”    -   3. I get very excited when I have the opportunity to eat great        food-   Beauty    -   4. I find listening to music and/or viewing art to be very        enjoyable    -   5. Watching artists (i.e. actors and musicians) perform fills me        with awe    -   6. I am able to lose myself in art-   Sensory    -   7. I love to be in places that are beautiful    -   8. When I’m outside, I notice the temperature, wind, and other        weather conditions and appreciate their impact on me    -   9. Beautiful scenery fills me with a sense of wonder-   Social    -   10. When I am spending time with someone, I often stop and        realize how valuable that experience is    -   11. I am happiest when I am interacting with someone else    -   12. When I relive some of my most precious moments, they involve        other people-   Novelty    -   13. I get excited when I have the opportunity to do something        new    -   14. I appreciate activities the most when I am trying them for        the first time    -   15. It is so much easier to notice every aspect of an experience        when it’s a new experience

Step 2: Mastery

Rate, on a scale of 1-7 (1 = not at all, 7 = completely), the extent towhich you are able to appreciate — with deliberate effort, in the momentor in retrospect — the complexities of:

-   Food    -   1. Your favorite dessert    -   2. Your favorite special-occasion dish    -   3. A dish that you eat very often    -   4. An unusual-tasting dish    -   5. A dessert that you have never had before, and like    -   6. A dessert that you have never had before, and do not        particularly like    -   7. A dish that contains flavors you don’t like    -   8. Wine or beer    -   9. Scotch or other hard liquor-   Beauty    -   10. A piece of art by an unseasoned but talented artist    -   11. A piece of beautiful art    -   12. A piece of music from a genre that you love    -   13. A piece of music from a genre that you are unfamiliar with    -   14. A piece of music from a genre that you dislike    -   15. A familiar scenic view -- out of your office window, house,        on your daily commute, etc.    -   16. A scenic view that you are seeing for the first time    -   17. The sight of beautiful architecture    -   18. A bustling city or other crowded area that’s full of        activity-   Sensory    -   19. Sitting in a hot tub    -   20. Receiving a massage    -   21. Feeling a mild breeze blowing on your face    -   22. Feeling a bittersweet emotion    -   23. The feeling of being excited    -   24. The feeling of being sad    -   25. Having a foot ache or back ache after a long day of activity    -   26. Taking a shower    -   27. Feeling content-   Social    -   28. Hugging or cuddling with someone    -   29. Sharing a fun experience with someone you care about    -   30. Sharing a meaningful experience with someone you care about    -   31. Meeting someone new    -   32. Having a conversation in which you connect deeply with        someone else    -   33. Having a mild disagreement with someone you care about    -   34. Sharing a difficult experience with someone you care about    -   35. Having a conversation with someone you don’t have much in        common with    -   36. Sharing an everyday task (cooking, running errands, etc.)        with someone you care about-   Novelty    -   37. Trying a new sport    -   38. Visiting a city you’ve never been to before    -   39. Trying a new hobby for the first time    -   40. Eating a new food for the first time    -   41. Listening to a new piece of music for the first time    -   42. Going to a party full of new people, with whom you may or        may not connect    -   43. Watching a movie for the first time    -   44. Your first day working in a new job, or living in a new town    -   45. Doing something that is meaningful to you, but not        particularly pleasant

Thank Assessment Step 1: Affinity

Please rate the extent to which the following statements are true foryou (1 = not at all true, 7 = very true)

-   Expressing to others    -   1. I am most happy when I know that the other people in my life        feel appreciated.    -   2. I am thrilled when I have the opportunity to show someone I        know how thankful I am for him/her.    -   3. I never assume that anyone I know is aware of the gratitude I        feel for them; I make sure to express it.-   Feeling about others    -   4. When I step back and think about it, the people in my life        give me a lot to be thankful for.    -   5. So many people have contributed to my being where I am today.    -   6. I cannot imagine life without my friends, family, and/or        coworkers.-   Feeling about circumstances    -   7. I am lucky to have had many great opportunities in my life.    -   8. I feel fortunate to have all of my basic needs met (e.g. a        place to live, food and clean water).    -   9. Rather than dwell on what I do not have, I instead focus on        the good things that I DO have.

Step 2: Mastery Expressing to Others

In the last week, how frequently did you engage in each of the followingbehaviors (1 = not at all, 7 = as frequently as humanly possible):

-   1. Complimenting your partner on his/her appearance (if applicable)-   2. Expressing your gratitude to someone you know for something    he/she did recently-   3. Telling your partner, child, or friend about one of his/her    quirks that you find endearing-   4. Sending a thank-you email or note-   5. Verbally thanking someone on the spot in a meaningful way (beyond    saying “thanks” when someone opens the door for you)

Feeling to Others

While most people are grateful for other people in their lives, they maynot actually FEEL that gratitude on a daily basis. In the last week, didyou feel grateful for the following, and if so, how often (1=veryrarely, 7=all the time)

-   6. The emotional support you receive from others in your life-   7. Your partner, child, or friend’s sense of humor-   8. One of your loved ones’ quirks-   9. The love you feel from someone else in your life-   10. The help you receive from others at work or at home

Feeling About Circumstances

While most people are grateful for other people in their lives, they maynot actually FEEL that gratitude on a daily basis. In the last week, didyou feel grateful for the following, and if so, how often (1=veryrarely, 7=all the time)

-   11. The ways in which you have been lucky in life-   12. The opportunities that have been given to you by others-   13. The successes in your life for which you have had to work very    hard-   14. The ways in which your life has improved over time-   15. The ways in which others are less fortunate than you are

Aspire Assessment Step 1: Affinity

Please rate the extent to which the following statements are true foryou (1 = not at all true, 7 = very true)

Finding Meaning

Involving things that are happening or that have already happened:

-   1. I have an easier time doing everyday tasks if I have an important    reason for doing those tasks.-   2. When I look back on the life I lived so far, I am comforted by    the idea that I have done things that are important.-   3. I find it helpful to look at the positive things that have come    out of my most negative experiences.

Creating Meaning

Involving new behavior:

-   4. When I have had the opportunity to do something new that sounds    meaningful to me, I have found it very rewarding.-   5. I would prefer do something meaningful over something pleasant.-   6. I would feel better investing my money in something important to    others rather than something that is likely to benefit me directly.

Goals

-   7. I feel best about myself when I am living a life in accordance    with what I value.-   8. I am uneasy without a future goal that I can work towards.-   9. I aspire to become the best version of myself.

Step 2: Mastery Finding Meaning

In the past, how successful have you been at finding meaning in each ofthe following (1 = not successful, 7 = very successful):

-   1. Household chores like dishwashing, sweeping, or doing laundry-   2. Doing something together with friends or family-   3. Having a major success, like getting a promotion-   4. Experiencing a loss (lost job, someone passes away)

Creating Meaning

How frequently do you engage in the following behaviors (1 = never, 7 =very frequently)

-   5. Donate money to a good cause.-   6. Choose to spend your spare time on activities that are meaningful    rather than activities that are pleasant.-   7. Find new ways to do something meaningful with your time.-   8. Work to promote something you deeply believe in.

Goals

How frequently do you engage in the following behaviors (1 = never, 7 =very frequently)

-   9. Make day to day decisions that are consistent with your long-term    goals.-   10. Choose to spend your time in ways that will help you improve    yourself.-   11. Keep the “big picture” of your long-term goals in mind when    living your everyday life.-   12. Approach any significant activity with some time of goal for    yourself.

Give Assessment Step 1: Affinity

Please rate the extent to which the following statements are true foryou (1 = not at all true, 7 = very true)

-   Forgiveness    -   1. I find it to be a big relief when I am able to let go of a        grudge.    -   2. I think of forgiveness as a gift that I can give to someone        else.    -   3. I do better if I can avoid getting hung up on things people        say or do that I do not like.-   Material things    -   4. I find giving gifts to other people very rewarding.    -   5. I would rather give my money away to someone I care about        than to spend it on myself.    -   6. I can think of no better use for money than to have a great        experience with the people I care about.-   Immaterial things    -   7. I feel most content after I have done something nice for        someone else.    -   8. I feel most connected to someone when I have had the chance        to do something to help them.    -   9. I like to be the person people go to first in order to share        their good news.

Step 2: Master

In general, how often do you do each of the following when you have theopportunity (1 = not at all, 7 = very frequently)

-   Forgiveness    -   1. Quickly getting over it when I have a disagreement with my        significant other, child, or friend    -   2. Let it go when someone says something that unintentionally        hurts me    -   3. Recovering from a significant conflict with someone else-   Material things    -   4. Bringing a cup of coffee or other treat to a friend/coworker        for no reason    -   5. Buy wonderful but expensive gifts on birthdays or holidays    -   6. Choose to spend money on others instead of yourself-   Immaterial things    -   7. Go out of your way to help a friend celebrate good news    -   8. Spent time helping a friend, colleague, or child with        something (e.g. homework, a project)    -   9. Say something to a friend, colleague, or child with the goal        of lighting up their day

Empathize Assessment Step 1: Affinity

Please rate the extent to which the following statements are true foryou (1 = not at all true, 7 = very true)

-   With self    -   1. I find it helpful to “turn off” my inner critic and accept        myself as I am.    -   2. I find it useful to take my extenuating circumstances into        consideration before passing judgment on myself.    -   3. Remembering the positive impact that I have on other peoples’        lives helps me to feel good about myself.-   With known other    -   4. It is much easier for me to interact with someone who is        behaving badly if I can understand where they are coming from.    -   5. I feel more connected to people I care about when I think of        “the whole picture” of their lives.    -   6. I am more secure in my relationships when I have a clear        understanding of how the other person benefits from my presence        in their life.-   With unknown other    -   7. I want to understand the viewpoints of people who are very        different from me.    -   8. Even if another person does something I strongly disagree        with, I think there is benefit in knowing their motivation.    -   9. I believe that in order to judge a person, I need to put        myself in their position.

Step 2: Mastery With Self

In general, how difficult is it for you to do each of the following (1 =not difficult at all, 7 = extremely difficult):

-   1. Remember the ways in which you have a positive impact on the    world around you-   2. Forgive yourself for making a minor mistake (locking yourself out    of your car, forgetting a meeting)-   3. Forgive yourself for making a significant mistake (missing an    important deadline, forgetting a child’s sports game or concert,    forgetting a close friend or family member’s birthday)-   4. Forgive yourself for making a grievous mistake (making a    job-related error that gets you fired, crashing your car with other    people in it)

With Known Other

In general, how difficult is it for you to do each of the following (1 =not difficult at all, 7 = extremely difficult):

-   5. Be understanding when your friend, significant other, or child    gets stressed out and snaps at you-   6. Be a good listener to a friend, significant other, or child who    is distressed about something-   7. Understand why the others in your life care about you -- what    impact you have on them-   8. Help someone else understand where your friend, significant    other, or child is coming from

With Unknown Other

In general, how difficult is it for you to do each of the following (1 =not difficult at all, 7 = extremely difficult):

-   9. Have an extended conversation with someone whose views you do not    understand-   10. Feel sympathy for someone else’s perspective when you strongly    disagree with it-   11. Imagine the factors that impact someone whose life is very    different from yours-   12. Help someone else understand a perspective that is very    different from their own

Activity Mood

-   As part of reporting an activity, 1-click mood picker

Strength Test

-   Finding out one’s top character strengths

Happify Strengths Assessment: Method Assessment

The assessment is composed of five subscales with 6 items each, eachwith user rating on a scale of 1 to 7.

Classification

Users would be classified based on which of the two subscales arehighest for them:

-   1. Emotional-Interpersonal-   2. Emotional-Intellectual-   3. Emotional-Restrained-   4. Emotional-Future Oriented-   5. Intellectual-Interpersonal-   6. Intellectual-Restrained-   7. Intellectual-Future Oriented-   8. Interpersonal-Restrained-   9. Interpersonal-Future Oriented-   10. Future Oriented-Restrained

Questions

For each of the statements below, please choose the degree to which itdescribes what you are like, from 1 (“very much unlike me”) to 7 (“verymuch like me”):

-   Interpersonal    -   1. I tend to be most focused on other people and the ways in        which I am connected to other people.    -   2. I get more gratification from treating someone else with        kindness than I do from being treated kindly    -   3. I prefer to make decisions collaboratively with others rather        than independently.    -   4. If I can do a project or activity in a group, I prefer that        over working alone.    -   5. It is important to me that others in my life feel heard and        respected.    -   6. Harmony with the other people in my life is very important to        me, so I work hard to resolve disagreements or misunderstandings        as quickly and effectively as possible.-   Emotional    -   7. At a social event or dinner party, I always manage to make        other people laugh.    -   8. I am skilled at perceiving what people want, expect, and        need.    -   9. I am able to overcome fear to persist in doing something        intimidating.    -   10. When I am presented with two options, I am usually able to        choose the most sensible one over the one that is most        fun/exciting.    -   11. I am often able to help mediate conflicts or        misunderstandings between other people.    -   12. I thrive in tasks that require creativity.-   Intellectual    -   13. I like to spend my spare time reading about new and        interesting things.    -   14. Nothing is more moving to me than a place with beautiful        scenery.    -   15. I feel a deep connection to art and/or music and/or        literature.    -   16. If I meet someone who works in a field I know nothing about,        I am very eager to learn more about it by talking to them.    -   17. My favorite hobbies are those that involve learning a new        skill.    -   18. I can enjoy doing nearly anything as long as it’s a new        experience.-   Restraint    -   19. I will be honest with someone even if they won’t like what I        have to say.    -   20. I value being authentic above being pleasant or agreeable.    -   21. I usually persist until I meet my goals, regardless of how        difficult things get.    -   22. When people describe a situation to me, I am generally able        to offer a new perspective they have not thought of.    -   23. I am often able to explore a problem from many different        points of view.    -   24. When a challenge occurs, I find a way around the challenge        rather than giving up.-   Future Orientation    -   25. More so than the average person, people call me “positive”        or “upbeat.”    -   26. Whatever happens, I am able to see a positive way that        things can work out.    -   27. I am often thinking about and planning for the future.    -   28. I am skilled at improving my own mood when I feel down.    -   29. I feel strongly connected to something larger than myself.    -   30. I believe that what I do now has a meaningful impact on        someone or something in the future.

Track Customization

-   Modify track behavior based on self-assessments and past behavior

FIG. 9 depicts users engaging in social interaction. Users can sharetheir posts, then comment on and like others’ posts. Users can followother users and users can invite other users to Happify.

FIG. 10 depicts matchmaking between users. New users are encouraged tofollow others who are similar to them. Match is composed of Demographic,Psychological and Happify Reputation score (see ‘happify followermatching’ doc).

FIG. 11 depicts a schematic of the initial steps of the Happify compass.The user finds out what her Happiness Score is. The user picks apersonalized track and is given fun activities to do her first week.

FIG. 12 depicts the user’s first week of activities.

FIG. 13 depicts a schematic of the user’s happiness graph.

FIG. 14 depicts the user’s happiness compass.

FIG. 15 depicts a schematic of insights obtained using the happinesscompass. The following provides some examples of information obtainedusing the happiness compass, which are a rich array of implicit userinput sensors:

Presence

-   Location-   Calendar

Social

-   Level of interaction-   Meaningful relationships-   Preferred locations

Spending

-   Purchase preferences-   Spending levels

Communications

-   Natural language processing-   Pattern analysis-   Facebook, Twitter, email-   Happify posts

Self Reporting

-   Preferred Activities-   Scientifically backed self tests

Biometrics

-   Exercise-   Sleep patterns-   Nutrition-   Voice analysis-   Facial expressions-   Heartbeat

FIG. 16 depicts examples of advantageous aspects of the happiness graph.

Some benefits of the embodiments described herein are:

Clarity

-   5 skills, level progression

Integrated Self Assessments

-   Provides self-insights-   Recommends tracks & activities

Progress Measurement

-   Periodic happiness measurements allow the user to monitor their    progress

Guided Experience

-   4 week track experience optimizes habit formation-   Enables continued focus on a specific topic (e.g. parenting, stress)

Flexible

-   Track structure allows the user to pick the activities and tasks    they prefer from a wider selection of options

Personalized

-   COMPASS activity recommendations are based on past user behavior and    preference

Integrated Social Experience

-   Users share and follow, like and comment on other users’ posts

Increasingly Challenging

-   As they progress, tracks require increased number of activities and    higher level of challenge

Entertaining

-   Variety of activity types-   Track content

Extendible in Several Dimensions

-   Content: new tracks and track content (tasks, quizzes, polls etc)-   Activity types: adding new games and activity types (see product    directory)-   Framework: adding new skills

Multi Screen

-   web,mobile accessibility

The following attributes are unique to Happify compared to other digitalwell-being services:

Science-to-Action Framework

-   Translation of the science of happiness into 5 skills, named    activities per skill and actionable tasks per activity

Sustained Guidance

-   Other feedback mechanisms either track external user activity with    visually-limited feedback, or allow users to grow visual    environments by interacting with them directly (and not use them to    provide feedback on external activities)

Contextual Social Interaction

-   Users socialize around contextual activity posts prescribed to    others

Activity Variety

-   “One stop show” happiness service with real-life, reflective and    gaming activities

Measure - Act - Measure Loop

-   Allowing users to track their progress as they go

1. All Skills Reflective Micro-Blogging

User is asked to reflect on an aspect of their life an write a fewsentences about it. For example - what they are grateful for, what isthe true meaning of their job or in what ways they make the life oftheir spouse better.

Plan-Do Activities

User is given an activity to do in real life and write a few sentencesabout how it felt to do it. This could be giving a small gift tosomeone, savoring their favorite food or spending an hour doingsomething meaningful to them.

Quizzes

FIG. 17 depicts an example of a quiz.

Polls

FIG. 18 depicts an example of a poll.

Inner Circle

Allow the user to build a list of their closest people who affect theirhappiness the most, then direct the users to do certain activities withthe Inner Circle - like sharing posts and experience boards (see below)etc.

Happiness Check-In

Quick report of user’s mood from mobile or web, show stats/people nearbyon map

Happify Compass

Recommends activities for users based on the Happiness Graph (=happiness‘GPS’)

Experience Boards

FIGS. 19 and 20 depict examples of experience boards.

2. Savor Mindfulness Game

FIG. 21 depicts an example of a mindfulness game.

Movie Moments - Guided Savoring

FIG. 22 depicts an example of guided savoring.

Music Moments

Identify and share the music that makes you happy. User picks a decadethey love, scan through top music by year/genre and build their happymusic wallet.

Funny Caption: Savor/Humor, Aspire/Meaning

FIG. 23 depicts an example of a funny caption.

Relaxation Game (Savoring - Mindfulness)

FIG. 24 depicts an example of a relaxation game.

Introduction to mindfulness/meditation: user picks a beautiful videoscene they like, and just relaxes for 2 to 5 minutes

3. Thank Don’t Break the Thank Chain!

User sends a quick gratitude note to a friend, tasking them to continuethe chain of thanks. Present leaderboards with longest chains and mapview.

4. Aspire Positive Popper (Optimism)

Balloons containing positive/negative emotions launch into the gameboard, user needs to only click the ones with positive emotions

5. Give Send an E-gift

Allow users to give a small gift to a friend directly from the site

Donate

Allow users to make a donation directly from the site

6. Empathize Smile Finder

FIG. 25 depicts an example of a smile finder.

FIG. 26 depicts an example of a body talk game. The user click on theemotion that matches the photo. See photo of a person displaying anemotion, click on the right emotion from a list of four emotions.

Step 1: Track Name and Introduction What Is a Track?

A Happify track consists of sets of activities programmed together toaddress a specific life issue or goal.

A track name is actionable and concise (5 words max). A trackdescription (140 words max) introduces the user to the track andexplains what the user will achieve by completing the track.

The partner may write an intro OR provide key messaging points forHappify staff to write the introduction to the track.

-   Examples of existing tracks: Cope Better with Stress; Enjoy    Parenting More; Strengthen My Friendships; Appreciate What I Have

Tracks fall under one of 5 life domains:

-   Career & Money-   Family & Kids-   Leisure & Fun-   Love & Intimacy-   Mind & Body

Track Parts and Activities

Each track consists of 4 parts—each of which takes approximately oneweek for users to complete. (If they run out of time, they have theoption to extend their time by another week.)

Each Part of a track contains a balanced mix of “reporter” activitiesand “light” activities (see explanation below). The reporter activitiesgradually increase in difficulty as users progress through each of the 4Parts.

“Light Activities” include:

-   Games (currently, Hidden Object “mindfulness” game)-   Quizzes (4 multiple-choice or true/false questions about a happiness    topic)-   Activity Quizzes (Users read a science paragraph about a Happify    activity and are quizzed with multiple-choice questions at the end)-   Polls

“Reporter activities” fall into two categories:

-   “Essay” or “Do” activity (Reflective microblogging): Asks user to    reflect on a subject and make a log entry-   “Plan-Do” activity: Requires user to plan and perform an action in    the real world, then come back and report on how it went

S.T.A.G.E.: The 5 Happiness Skills

Happify’s psychologists have created 55 science-based activities to helpusers build 5 essential happiness skills (Happify’s “S.T.A.G.E.”framework):

-   1. Savor - Noticing the good stuff around you and taking time to    prolong and intensify your enjoyment of the moment. It can involve    the past (reminiscing) the present (mindfulness) or the future    (positive anticipation)-   2. Thank - Practicing gratitude; identifying and appreciating the    things we have and the people in our lives-   3. Aspire - Feeling hopeful, having a sense of purpose and meaning    in our lives, being optimistic.-   4. Give - Performing acts of kindness; being generous and forgiving-   5. Empathize - Imagining and understanding the emotions, behaviors,    or ideas of others; having compassion

BELOW: Example of 11 activities that teach the skill of Giving. (Referto Happify Activity spreadsheet for detailed list of all 55 activitydescriptions)

What Can’t Be Added to a Happify Track

New skills beyond S.T.A.G.E. skills cannot be added to a Happify track.In rare cases, a new activity may be added to an existing Happify skillONLY if the creator can provide substantial scientific research on theintervention’s effectiveness.

ID Skill Name of Activity Skill Level G-01 Give Give a small gift 1 G-03Give Make someone smile 1 G-04 Give Act of kindness (3 in one day) 1G-05 Give Spend time on a valuable activity 2 G-06 Give Spend money on ashared experience 3 G-09 Give Spend time with someone 3 G-02 Give Oneday, 5 nice things 4 G-07 Give Celebrate someone’s good news 4 G-08 GiveForgive an annoyance 4 G-10 Give Forgive an offense 5 G-11 GiveVolunteer 5 G-12 Give Donate money for a cause 5

Step 2: Create a Track Outline

The key to programming a track is to select activities that will buildhappiness skills in the context of a specific life domain or goal.

The track creator can choose from the 55 activities (see HappifyActivity spreadsheet for names, descriptions, skill levels) whenprogramming a track

Key Points:

-   What are the underlying “emotional issues” (ex: low self-esteem,    loneliness, lack of motivation) that are most likely linked to the    “problems” underlying the issue that the Track targets?-   Which S.T.A.G.E. skills and their activities are most effective in    helping users overcome these issues?-   The 7-day sequence of every track Part should have a narrative    purpose and feel like it has a beginning, middle, and an end that    gives the user a sense of accomplishment.    -   First days of a track Part: These activities jump-start a key        positive emotion the user will need for subsequent activities or        asks the user to try something new, intriguing, fun, or funny -        which rattles the user out of her funk and gets her in a good        mood for what’s next.    -   Middle of a track Part: These activities build on (or        complement) previous ones. Here’s where we may introduce an        activity that requires some extra thought or action. By Day 4 or        5, user feels a little more committed or motivated and willing        to take on slightly more demanding activities.    -   End of a track Part: On the last day of a track Part, users want        something that’s fun, easy or inspiring - avoid        unfamiliar/demanding tasks. The user anticipates a feeling of        accomplishment but is intrigued enough to commit to the next        Part of their track.-   Goal: Create an appealing balance between activities that can be    completed immediately by writing after a few minutes of reflection    VS. activities that require action (and in some cases, pre-planning)    before reporting on how it went.

In general, easier (level 1 and 2) activities are programmed towards thebeginning of a track (Parts 1 and 2) and as a user progresses to thelater Parts of a track, the activities become more difficult (level 4and 5 activities), but this isn’t required.

Users are awarded badges based on how many activities they complete ineach Part of a track. (see chart below for explanations)

-   The Happify team can design special badges for each Part of a track.

The basic structure of every Part of every Happify track is as follows:(Note that Games and activity quizzes already exist on Happify)

Track Name: Appreciate What I Have Part 1 Task 1 Task 2 Task 3 Generalrecommendation: Reporter activities from Skill Levels 1 and 2 6 totalactivities: Users must complete 4 to get a badge, 5 for a blue-ribbonbadge reporter (T-04) Thx Thx Thx Not that into you (anymore!) Love whatyou have You Decide How quiz Glory of Gratitude - - - game TheStreet - - - reporter (G-03) Make Someone Smile For someone close to youSpur of the moment You Decide How poll You Just Won the Lottery - - -reporter (S-01) Savor the Small Stuff Savor home sweet home Savor yourneighborhood You Decide How Part 2 Task 1 Task 2 Task 3 Generalrecommendation: Reporter activities from Skill Levels 2 and 3 7 totalactivities: Users must complete 5 to get a badge, 6 for a blue-ribbonbadge reporter (A-03) What’s my why? Find meaning at home Find meaningat work The big picture activity quiz Power of meditation - - - reporter(S-03) Savor Together Start spreadin’ the news Cel-E-brate good timesYou Decide How game The Beach - - - reporter (E-01) Give myself a breakTake another’s point of view Reverse the golden rule Be your biggest fanpoll Happiness and sleep - - - reporter (T-04) Thx Thx Thx Angelina isjealous of... Pretend shop You Decide How reporter (T-04) Thx Thx ThxThanks for your time Thanks for the laughs You Decide How quiz A littlemoney goes a long way - - - reporter (G-01) Give a Small Gift For afriend or coworker For someone you love You Decide How poll Your downtime - - - reporter (S-02) Body Scan Meditation Body scan meditation -You Decide How game The folly - - - reporter (E-03) What’s My PositiveImpact? All in the family That’s what friends are for You Decide Howactivity quiz Savor the moment - - - reporter (T-04) Thx Thx Thx Aboutyourself - You Decide How reporter (T-02) A week’s worth of thanks Lovethe things you say Love the things you do You Decide How activity quizAvoid overthinking - - - reporter (G-06) Spend Money on a SharedExperience Familiar in a new way New and unfamiliar You Decide How gameSnow walk - - - reporter (T-02) A Week’s Worth of Thanks Thanks for nothappening It could be worse! You Decide How poll Top thanks - - -reporter (T-05) What Am I Proud Of? From your past From your future YouDecide How quiz Spend Time with Someone - - - reporter (T-02) A Week’sWorth of Thanks The best in you What if? You Decide How

How Strict Are These Guidelines?

-   The mix of activities doesn’t have to adhere strictly to the    framework above.

However, we recommend incorporating a mix of approximately 50%“reporter” activities and 50% “light” activities in each track Part toavoid overwhelming the user.

-   It’s okay for an activity to appear more than once in a track if    it’s a crucial activity for the track theme and there are    new/different suggested tasks for each use.-   Number of activities per track Part is flexible.

Step 3: Come Up With 2-3 Suggested Tasks for Each Activity

Once the “reporter” activities are determined for each track Part, comeup with 2-3 suggested tasks for each activity. These tasks retain theessence and the science of the proven intervention activity, but makesense within the theme of the track. They’re fun, yet give clear andconcise directions. A user will pick ONE of these tasks to complete inorder to get credit for the activity.

When a user selects this activity, s/he can choose one of the 2suggested tasks or a 3rd “You Decide How” option (which already existsin the Happify system).

Partner may come up with general idea for the suggested task, andHappify’s writers can flesh these out into 80-word instructions (OR,partner may wish to write all tasks in instruction form)

Each suggested task is accompanied by a “Why It Works” section, whichincludes science references and explains why the activity is useful andhow it relates to happiness.

-   Why it Works″ already exists for each activity on Happify, but in    certain cases, the track creator may want to add new science    references that relate specifically to the theme of the suggested    task. (For example, an empathy activity may reference a few studies    about empathy and its effects, but in the context of a Parenting    track, the Why It Works for a suggested task may reference a study    about parents empathizing with kids.)

Sample Activity and Suggested Tasks: Track: Feel More Loved by MyPartner Activity Name: Today’s Grateful Moment [Skill: Thank]

Suggested Task # 1:

Name: The Little Stuff Counts

Think of the reason you first fell in love with your partner or spouse—atrait or characteristic he/she still holds today.

It could be his sense of humor, her kind generosity, or maybe his sexappeal. Jot down some thoughts and spend a minute appreciating thosesame traits today.

Suggested Task # 2:

Name: Thanks, Partner!

Think of one good thing that happened today involving your partner orspouse.

Write it down here and add a few details about how it made you feel andthe role you played, if any, in the positive experience.

You Decide How: (already exists on Happify)

Think of something, great or small, that you feel grateful for anddescribe it in a few words. Add a photo, too!

Why It Works

Numerous studies show that gratitude is one of the strongest predictorsof positive mental health. People who are grateful are more satisfiedwith their relationships with friends and family. They’re happier, lessdepressed and less stressed. They feel more in control of their lives,have higher self-esteem and cope better with stress.

When the going gets tough, grateful people learn from the experience.They don’t avoid the problem, deny there is a problem or blamethemselves for the problem. That’s probably why grateful people alsosleep better!

In a 2005 study ^([T-2]), some participants were asked to transcribe,every night for one week, three positive events that happened duringtheir day, as well as the causes of these events. Compared toparticipants in the control group, participants who reflected on threepositive events experienced more happiness.

Users only need to complete ONE of the task options in order to getcredit for a given activity.

Step 4: Determine Quiz Topics And/or Write Quizzes

Each track typically has 3 multiple-choice quizzes, but this can be moreor less if desired. FIG. 27 depicts an example of a quiz.

-   Quizzes can have two answer choices (usually True/False) or 4 answer    choices-   Quiz questions may be based on studies or factoids relating to the    track theme, or they can be based on one specific S.T.A.G.E. skill    learned in that particular track Part. (Ex: A quiz about gratitude)    -   Track creator may provide suggested topics for Happify staff to        write multiple-choice quizzes (providing relevant studies from        which to draw questions if desired) OR creator can write        complete quizzes with a 1-2 sentence intro, questions, answer        choices, and a few sentences explaining the correct answer,        citing references (many already exist on happify.com/research)        whenever possible.    -   Word counts:        -   Quiz name: 2-4 words        -   Quiz intro: 50 words max        -   Quiz question: 20 words max        -   Quiz choice: 10 words max        -   Quiz answer: 50 words max

Step 5: Suggest Poll Topics

Each track typically contains 4 polls, one for each Part of the track.Again, track creator may suggest topics OR write the entire poll FIG. 28depicts an example of a poll.

Each poll question has up to 4 possible answer choices, plus a 2-3sentence summary citing any interesting research around that particularpoll topic.

Recap

-   1) Work with Happify staff to determine track topic and    goals/description of the track.-   2) Create a track outline: What activities will be used? What mix of    reporter activities and light activities will be used in each Part    of the track?-   3) Come up with 2-3 suggested tasks for each reporter activity.    Include additional research or write-up for “Why It Works” with    related science references if appropriate. (Happify staff can write    full instructions for the suggested tasks, or you can!)-   4) Quizzes: Creator may provide topics for Happify staff to write    into quizzes OR write quiz questions and answers him/herself-   5) Polls: Creator may provide topics for Happify staff to write OR    write quiz questions and answers him/herself

Happify Follower Matching

When a user signs up, they autofollow existing users according to thefollowing method:

Step 1: Create a List of Candidates

-   All Users who’s reputation level is above a certain threshold AND-   have approved that their profile would appear for follow suggestion

Step 2: Calculate fit levels Criteria High Fit for... Formula - - DemoFit - Average of below Age age close to user’s 1 - ABS(Age -UserAge)/UserAge Location close to user same city: 1. same state: 0.75.same country: 0.5 - - - Psych Fit - Average of below Happiness Scorehigh result (100 - HS)/100 Track Recommendation results close to user 1if all 3 recommended tracks are same and in same order 0 if there is nomatch - - - Reputation high reputation 1 - 1/Reputation

Step 3: Calculate Match Score

Match Score = ⅓ * Demo-Fit + ⅓ * Psych-Fit + ⅓ * Reputation-Fit

Step 4: Pick Auto Followers

Same gender: pick 4 people at random from the top 20 matches of theuser’s same gender.

Opposite gender: pick 2 users at random from the top 10 matches of theother gender

While certain exemplary aspects and embodiments have been describedherein, many alternatives, modifications, and variations will beapparent to those skilled in the art. Accordingly, exemplary aspects andembodiments set forth herein are intended to be illustrative, notlimiting. Various modifications may be made without departing from thespirit and scope of the disclosure.

What is claimed is:
 1. A system for providing an online service andsocial community for engaging, learning, and training skills forhappiness, the system comprising: a processor; and memory storinginstructions which when executed by the processor configure theprocessor to: provide the online service via a network to a plurality ofcomputing devices used by users to interact with the online service viathe network; provide a plurality of tracks, wherein each track includesa set of activities, and wherein: the activities are programmed toaddress a specific goal, the activities are arranged in subsets suchthat the number and difficulty level of activities increase as the usersprogress through the subsets, the activities are gradually madeavailable to the users based on progress made by the users in buildingtheir skills, and the activities include links to studies about theactivities directly accessible by the users; provide an initialhappiness score and a track from the plurality of tracks to a user basedon: a self-assessment completed by the user upon signing up for theonline service; receive from the user, after completing each of theactivities from the track, a post including the completed activity anddata added by the user to the post, wherein the post is marked by theuser as private or publishable to other users following the track tooffer comments; store the posts in a profile of the user to allow theuser to subsequently search the posts based on skills and tracks forreflection; monitor progress of the user based on self-assessmentsperiodically completed by the user, wherein each self-assessmentincludes: a happiness score (“HS”) determined based on a first set ofrules, the first set of rules including:$HS = \frac{\left( {PES + LSS} \right)}{2},$ where $\begin{array}{l}{Positive\mspace{6mu} Emotion\mspace{6mu} Score\left( {``PES"} \right) =} \\{\frac{\left( {q1 + q2 + \left( {6 - q3} \right) + \left( {6 - q4} \right) - 4} \right)}{16} \times \mspace{6mu} 100,\mspace{6mu}\text{and}}\end{array}$ $\begin{array}{l}{Life\mspace{6mu} Satisfaction\mspace{6mu} Score\left( {``LSS"} \right) = \frac{\left( {q5 + q6 + q7 + q8 + q9 - 5} \right)}{30} \times} \\{100:\mspace{6mu}\text{and}}\end{array}$ a recommended track selected for the user based on a secondset of rules; modify the track based on the self-assessments; suggestfollowers to the user from the users whose profiles match the profile ofthe user in terms of demographics, psychographics, and level of activityof the users on the online service using a third set of rules, whereinthe followers and the user share posts and socialize around sharedcontextual activity posts; and generate a happiness graph for the userthat correlates the activities and the followers with their impact onthe happiness score of the user, wherein the online service optimizesthe activities based on the happiness graph, and data received from aplurality of input sensors, the data including at least location,calendar, purchase preferences, and heartbeat data.
 2. The system ofclaim 1 wherein the instructions further configure the processor todetermine the happiness score using the first set of rules by:presenting a plurality of questions to the user; receiving answers tothe questions from the user; generating a positive emotions score basedon a first combination of a first plurality of the answers; generating alife satisfaction score based on a second combination of a secondplurality of the answers; and generating the happiness score based onthe positive emotion score and the life satisfaction score.
 3. Thesystem of claim 2 wherein the instructions further configure theprocessor to select the first plurality of the answers that aredifferent than the second plurality of the answers.
 4. The system ofclaim 2 wherein the instructions further configure the processor togenerate the happiness score based on an average of the positiveemotions score and the life satisfaction score.
 5. The system of claim 1wherein the instructions further configure the processor to elect therecommended track using the second set of rules by: presenting aplurality of questions to the user, wherein for each question, a firstweight is assigned to each track; receiving answers to the questionsfrom the user, wherein an answer for each question is selected from aplurality of choices, and wherein each choice is assigned a secondweight; generating a score for each track by taking products of thesecond weights of the choices selected by the user in the answers to thequestions and the first weights assigned to the track for the questions,and by adding the products; and selecting the track with the highestscore as the recommended track.
 6. The system of claim 1 wherein theinstructions further configure the processor to suggest the followersusing the third set of rules by: generating a list of candidates thathave ratings on the online service above a threshold and that haveapproved that their profiles to appear on the online service for followsuggestions; generating fit levels for the candidates, wherein the fitlevels include a demographic fit level, a psychological fit level, and arating of each candidate on the online service; generating a match scorefor each candidate based on the fit levels; and suggesting the followersby selecting some of the candidates based on their match scores andgender.
 7. The system of claim 6 wherein the instructions furtherconfigure the processor to: generate the demographic fit level of acandidate based on a relationship of age and location of the candidaterelative to the user; and generate the psychological fit level of acandidate based on a relationship of a happiness score and trackrecommendations for the candidate relative to the user.
 8. The system ofclaim 6 wherein the instructions further configure the processor togenerate the match score for a candidate by adding one third of each ofthe demographic fit level, the psychological fit level, and the ratingof the candidate.
 9. The system of claim 1 wherein each of the skillsincludes skill categories, and the instructions further configure theprocessor to: present to the user a set of questions for assessingaffinity and mastery of the user in each of the skill categories;receive answers from the user to the set of questions; generate, basedon the answers, an assessment for the user for each of the skills,wherein the assessment includes an affinity assessment and a masteryassessment for each of the skill categories; generate an affinityprofile of the user for each of the skills, wherein the affinity profileincludes a list of the skill categories in decreasing order of averagescore of the answers, and wherein higher average score in a skillcategory indicates higher affinity for that skill category; and generatea mastery profile of the user for each of the skills, wherein themastery profile includes a list of the skill categories in decreasingorder of average score of the answers, and wherein higher average scorein a skill category indicates higher mastery for that skill category.10. The system of claim 9 wherein the instructions further configure theprocessor to: identify and indicate to the user some of the skillcategories in which the user has high affinity and high mastery, whereinthe user benefits from increasing awareness and using the identifiedcategories; and identify and indicate to the user some of the skillcategories in which the user has high affinity and low mastery, whereinthe user benefits from engaging in and building skill level in theidentified categories.
 11. The system of claim 1 wherein theinstructions further configure the processor to: present to the userquestions for assessing strength of the user in a plurality of charactertraits including emotional, intellectual, interpersonal, restraint, andfuture orientation; receive answers from the user to the questions; andindicate dominant character trait or traits of the user based on theanswers.
 12. The system of claim 1 wherein the instructions furtherconfigure the processor to generate the tracks including the activitiesfor a plurality of life domains including career and money, family andchildren, leisure and fun, love and intimacy, and mind and body.
 13. Thesystem of claim 1 wherein the instructions further configure theprocessor to: receive, from the user, a completed subset of activitiesof a track in a limited time period and provide rewards to the usersbased on the number of activities completed in the limited time period,wherein a reward for a subset represents a level of activity of the userin the subset; receive from the user a request to extend the limitedtime period and yet provide the rewards; and receive from the user arequest to skip some of the activities in one subset and move to a nextsubset and yet provide some of the rewards.
 14. The system of claim 1wherein the instructions further configure the processor to: provideeach subset including an initial portion, a middle portion, and an endportion; provide the initial portion including activities to motivatethe user; provide the middle portion including activities to build on orcomplement the initial portion; and provide the end portion includingactivities to lead the user to a next subset of the track.
 15. Thesystem of claim 1 wherein the instructions further configure theprocessor to: provide each activity in a track including tasks that areconsistent with a theme of the track; provide with each task ascientific reference and an explanation of usefulness and relationshipof the task to the happiness of the user; receive, from the user, aselection of one of the tasks; and provide the user a credit for theactivity in response to the user completing the selected task.
 16. Thesystem of claim 1 wherein the activities include one or more of:reflecting on a topic and writing about the topic in a blog; performinga real life activity and writing about the experience of performing thereal life activity; answering multiple choice questions; polling anopinion of the user about a topic and showing the user a breakdown ofvotes of other users; and training the user on a skill by playing agame.
 17. The system of claim 1 wherein the instructions furtherconfigure the processor to provide to the user several alternatives tocomplete each activity by providing suggested tasks for the user toselect from.
 18. The system of claim 1 wherein the number of activitiesper subset of a track is configurable.
 19. The system of claim 1 whereinthe activities include: a first type of activities including games,quizzes, activity quizzes, and opinion polls; and a second type ofactivities including writing a blog by reflecting on a topic, andplanning and performing an activity in real world and providing a reportthereon.
 20. The system of claim 1 wherein the instructions furtherconfigure the processor to: offer the user a personalized daily activitywhen the user is not in a track; or receive, from the user, a selectionof an available activity from a skill menu.